Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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The Old Realms Career Guide
By Person
This is a collection of all the careers and their buffs.
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Preface
  • Skills are listed from the top down in the order they are unlocked.
  • Tier 1 is unlocked from the start, tier 2 is unlocked by clan renown 2, tier 3 is unlocked by clan renown 4.
  • If some of the grammar seems a little strange it's because I tried to copy all the buffs as the devs listed them as closely as possible (unless I mistyped something).
  • If you notice anything wrong or that could be improved in this guide feel free to leave a comment.
  • Parenthesis in each subsection title indicates the specific subclass of the career. You choose this when you first load into your playthrough.
Mercenary

Tier 1: Recruit

The Survivalist
  • 5 extra ammo.
  • Increases ranged damage by 10%.
  • Party movement speed is increased by 20% in forest, mountain and swamp terrain.
  • Go for a hunt once a day (success chance based on Scouting Polearm and ranged skills).
  • Adds 15% Melee and Ranged Resistance during the career ability.

The Duelist
  • Increases hitpoints by 20.
  • Increases melee damage resistance of melee troops by 10%.
  • Increases melee damage by 10%.
  • Increases health regeneration on the campaign map by 3.
  • Increases melee attack speed during career ability by 15%

Tier 2: Sergeant

The Headhunter
  • 10 extra ammo.
  • Increased ranged damage by 10%.
  • Companion limit of party is increased by 5.
  • Increases ranged damage resistance by 15%
  • Increases range damage during the career ability by 15%

The Knightly
  • Increases melee damage by 15%.
  • Increases melee resistance by 15%.
  • Increase Hitpoints by 40.
  • Increases armor penetration of melee attacks by 15%.
  • Increases melee damage during the career ability by 15%.

The Paymaster
  • Wounded troops in your party heal faster.
  • 40% chance to recruit an extra unit of the same type free of charge.
  • Wages of Tier 4 troops and above are reduced by 20%.
  • Hire your elite troops as companions.
  • Values for career ability effects are doubled.

Tier 3: Commander

The Mercenary Lord
  • 4 extra special ammo like grenades or buckshot.
  • Increases the damage of all ranged troops 15%.
  • Higher mercenary contract payment, lower influence loss. scales with the trade skill
  • Ranged shots can penetrate multiple targets.
  • The Career ability reduces reload time by 15%

The Commander
  • Companion limit of party is increased by 5.
  • Increases the damage of all melee troops by 15%.
  • Hits below 15 damage do not stagger the player.
  • Companion health of party is increased by 25
  • Radius of ability is doubled.
Witch Hunter

Tier 1: Witch Hunter Initiate

Tools of Judgement
  • Increase Hitpoints by 25.
  • 5 extra ammo.
  • Extra melee damage 10%.
  • Every headshot kill gains you roguery, count twice for marked targets.
  • The Marker stays 6 seconds longer on the target. Ability scales with the Highest one- or Two-Handed.

Hunt the Wicked
  • Increases health regeneration after battles by 3.
  • Ranged Infantry wages are 15% reduced.
  • Every equipped ranged weapon increases melee damage by 10%.
  • Increases the damage of all ranged troops by 10%.
  • 20% additional physical damage for marked enemies. Melee damage can charge ability.

Tier 2: Witch Hunter Captain

The Silver Hammer
  • Exterminated Undead and Ruinous powers increase faith per fallen Unit.
  • All units deal more damage against undead and chaos.
  • Increases hitpoints by 25.
  • Troops can be upgraded to Witch Hunter Retinues.
  • Increases holy damage by 20% to the marked target. Ability scales with faith.

No Rest Against Evil
  • Extra holy melee damage 20%.
  • All regular troops have 20 higher ranged and melee skill.
  • Increases accuracy by 15%.
  • Increases companion limit by 5.
  • Shield penetration for the duration of the ability. Enemy stays marked.

Swift Procedure
  • 10 extra ammo
  • Reduce range. Accuracy movement penalty by 15%.
  • Party movement speed is increased by 1.5.
    Weapon swing speed increased by 15%.
  • Marked enemies movement & Swing speed is decreased. Ability scales with athletics.

Tier 3: Master Witch Hunter

Ends Justifies Means
  • Extra ranged damage 10%.
  • Increases range resistance by 15%.
  • Extra 25% armor penetration of melee attacks.
  • Ranged shots can penetrate multiple targets.
  • Marked enemies suffering form overkill damage propagate mark. Scales with Roguery.

Guilty by Association
  • Increases troop regeneration by 2.
  • Every ranged troop deals 15% extra holy damage.
  • Companions have 50 additional health points.
  • Killing blows in the head increase temporary reload & swing speed.
  • Companions and Retinues can trigger mark effects. Companions can charge ability.
Priest (Sigmar)

Tier 1: Cultist of Sigmar

Book of Sigmar
  • Increases Hitpoints by 25.
  • Increases morale for all troops by 10.
  • After battle, all wounded companions are healed for 20 Hitpoints
  • Wounded troops in your party heal faster.
  • Ability can also be charged by applying damage

Sigmar's Proclaimer
  • 10% extra holy melee damage.
  • All Sigmarite troops wages are reduced by 20%.
  • Sigmarite troops get 25% resistance to physical ranged attacks.
  • When praying at a shrine of sigmar, all characters restore 50 Hitpoints.
  • Double the aura size of Righteous Fury.

Tier 2: Warrior Priest

Relentless Fanatic
  • Increases Hitpoints by 25.
  • 10% extra holy melee damage.
  • Party movement speed is increased by 1.
  • Prayers aren't affected by global cooldowns.
  • Righteous Fury scales with Leadership. Troops get unbreakable for the duration.

Protector of the Weak
  • Increases Hitpoints by 25.
  • Increases melee physical resistance by 15%.
  • Increases Magic resistance against spells by 25%.
  • Hits below 15 damage do not stagger the player.
  • Righteous Fury scales with the highest melee weapon skill. Adds 20% physical resistance.

Holy Purge
  • 10% extra holy melee damage.
  • All battles against forces of Chaos and undead earn 20% more prestige.
  • All troops deal 10% more melee damage to non-human enemies.
  • All Sigmarite troops gain 10% extra Holy damage.
  • All units affected by Righteous Fury receive a burning weapon buff.

Tier 3: Arch Lector

Arch Lector
  • Prayers are recharged on battle start.
  • All neutral Empire troops now count as Sigmarite troops.
  • Gain 15% Ward save.
  • All Sigmarite troops gain 20% Ward save.
  • Adds a healing buff to Righteous Fury that restores 3 Hitpoints a second.

Twin Tailed Comet
  • 10% extra holy melee damage.
  • Increases Companion limit by 5.
  • Extra 20% armor penetration of melee attacks.
  • Increases Hitpoints by 30
  • Righteous Fury adds a damaging aura. Its radius increases slightly when raising relevant skills.
Priest (Ulric)

Tier 1: Acolyte

Crusher of the Weak
  • Increases Hitpoints by 25.
  • Extra melee damage 10%.
  • Extra melee damage if the target is below tier 4 10%
  • Prayers are recharged on battle start.
  • Enemies are knocked down from the blow of the ability

Wild Pack
  • Increases melee physical resistance by 10%.
  • Increases Party size by 10.
  • Increases health regeneration after battles by 2.
  • Party movement speed is increased by 1.
  • Leadership counts towards career ability.

Tier 2: Wolf Priest

Teachings of the Winterfather
  • Wounded troops in your party heal faster.
  • Praying at a shrine of Ulric refills player health completely.
  • Attacks deal bonus damage against shields.
  • Increases range damage resistance of melee troops by 20%.
  • The radius of the attack is increased by 1 meters. Faith counts towards ability.

Frost's Bite
  • Extra frost damage 10%.
  • Add 10% frost damage to melee troops.
  • Party is not slowed by snow.
  • Increases hex durations by 20%.
  • Enemies affected by the attack are slowed down for 6 seconds. Damage of the attack is not Fro- (sorry the game's description cut off)

Runes of the White Wolf
  • Wearing wolf heads or pels increases wardsave by 10%
  • Increases Hitpoints by 50
  • Increases prayer durations by 20%.
  • Ulrican troops gain 20% ward save.
  • All Enemies hit by the Axe of Ulric suffer from a damage over time effect.

Tier 3: High Priest of Ulric

Fury of War
  • Every equipped melee weapon increases melee damage by 5%
  • Weapon swing speed increased by 10%
  • Battles with even or unfavorable odds refresh your Ulric blessing
  • Hits below 15 damage do not stagger the player
  • Required charge for ability is halved

Flame of Ulric
  • Increases range of prayers by 50%.
  • Extra 20% armor penetration of melee attacks.
  • Battles with unevan or unfavorable odds provide double prestige
  • For every kill through abilities gain 0.25 health points.
  • For every executed Axe of Ulric one of your prayer cooldowns gets randomly reset.
Imperial Magister

Tier 1: Magister

Study and Practice
  • Increases max Winds of Magic by 5.
  • 10% Ward save if your armor weight does not exceed 11 weight.
  • Increases magic spell damage by 10%.
  • Increases Magic resistance against spells by 25%.
  • Ability scaling adds 0.25% physical resistance per point.

Teclis' Teachings
  • Increases fire spell damage by 10%.
  • Increases electric spell damage by 10%.
  • Increases max Winds of Magic by 5.
  • Power stones cost 35% less Prestige.
  • You charge 25% longer. Ability scales with Steward.

Tier 2: Battle Wizard

Imperial Enchantment
  • Increases max Winds of Magic by 5.
  • Friendly fire damage is reduced by 30%.
  • Buffs and healing duration is increased by 50%
  • Power stones reserve 25% less Winds.
  • You are less slowed down using Arcane Conduit. Scales with leadership.

College Orders
  • Companion limit of party is increased by 5.
  • Magister Companions have 25 more Winds of Magic
  • For every type of College Wizard gain 10% more prestige from combat.
  • Gain access to Power stones of other College Orders
  • Arcane Conduit also refreshes Winds of Companions.

Magic Combat Training
  • Increases max Winds of Magic by 5.
  • 25% spell cooldown reduction.
  • Increases Spell effectiveness by 15% if you wield an offhand staff.
  • Extra 20% Wardsave if your armor weight does not exceed 11 weight.
  • Your spell damage is increased for 30% during Arcane Conduit.

Tier 3: Lord Magister

Ancient Scrolls
  • Increases hex durations by 50%.
  • Increases Winds regeneration by 1.
  • Recover 80% used prestige from used Power stones
  • For every varying imperial wizard, reduce the Power stone winds upkeep by 5%.
  • Cooldown reduction by 50%. Addtional Usage.

Arcane Knowledge
  • Spelldamage of companions is increased by 20%.
  • Spell effect radius is increased by 20%.
  • Increases Spell effectiveness by 20% if your armor weight undershoots 11 stones.
  • For every imperial Magister in your party, your maximum winds increases by 4.
  • Arcane Conduit resets cooldowns of spells. Halves duration and doubles gain. Additional usage.
Damsel of the Lady

Tier 1: Grail Maid

Inspiration of the Lady
  • 25% chance to recruit an extra unit free of charge.
  • Wounded troops in your party heal faster.
  • All Knight troops wages are reduced by 25%.
  • 10% Ward save if your armor weight does not exceed 11 weight.
  • Charge Amount is doubled but companion spell and heal effects count towards the ability.

Tales of Gilles
  • Increases max Winds of Magic by 10.
  • Bretonnian units receive 10% Ward save.
  • When praying at a shrine of the Lady, all wounded troops get healed.
  • 20% spell cooldown reduction.
  • You are immune to physical Melee damage for 5 seconds after using the fey paths.

Fey Enchantment
  • Increases magic spell damage by 15%.
  • Increases max Winds of Magic by 10.
  • All troops gain 15% extra magic damage.
  • All Knight troops gain 15% Ward save.
  • Enemies on the target area of the spell caster are knocked down.

Tier 2: Grail Damsel

Vivid Visions
  • Increases max Winds of Magic by 10.
  • Party movement speed is increased by 1.
  • Increases Magic resistance against spells by 25%.
  • The Spotting range of the party is increased by 20%.
  • Fey path charges 30% faster.

A Just Cause
  • Upgrade costs are halved.
  • Non-knight units in the party gain 100 XP every day.
  • Extra 15% Wardsave if your armor weight does not exceed 11 weight.
  • Increases positive Relation gains by 20%.
  • Magical damage for troops close to the exit of the teleport is increased by 30% for 5 seconds.

Tier 3: Prophetess

Secrets of the Grail
  • Increases lightning spell damage by 30%.
  • 20% cost reduction for spells.
  • Casting prayers has a 30% chance to restore 10 Winds of Magic.
  • 30% prayer cooldown reduction.
  • After using Fey Paths, a second jump is available shortly after the first one.

Envoy of the Lady
  • Increases Magic damage by 20%.
  • Knight Companion health points are doubled.
  • Damsel Companions have 25 more Winds of Magic.
  • Diplomatic force options for all Brettonian Leaders.
  • When you teleport, you take all units in your closest surroundings(5m radius) with you.
Knight of Bretonnia

Tier 1: Knight Errant

Errantry War
  • 10% extra melee damage.
  • Increases Hitpoints by 40.
  • All Knight troops recieve 20 bonus points in One and Two Handed skills.
  • All melee troops in the party gain 25 exp per day.
  • 10% extra physical damage during Knightly Charge. The ability scales with the One Handed skill.

Enhanced Horse Combat
  • 50% additional Hitpoints for the player's mount.
  • 10% extra melee damage while on horseback.
  • Upgrade costs are reduced by 25%.
  • All Knight troops receive 30 bonus points in their Polearm skill.
  • Ability scales now with the Polearm skill and starts recharged.

Tier 2: Questing Knight

Questing Vow
  • Increases Hitpoints by 40.
  • Gains 15% physical resistance to melee ranged attacks.
  • All Knight troops gain 10% physical resistance.
  • For every Knight Companion you gain 3 Chivalry per Day.
  • Knightly Charge grants 20% physical resistance. Mount will not rear during the ability.

Monster Slayer
  • 10% extra melee fire damage.
  • 20% extra armor penetration of melee attacks.
  • 40% chance to recruit an extra unit of the same type free of charge.
  • Hits below 15 damage will not stagger the player.
  • Ability duration scales with Polearm and Riding. The lance attack scales with Two Handed.

Master Horseman
  • Horse charge damage of increased by 50%
  • Party movement speed is increased by 2.
  • +4 health regeneration on the campaign map.
  • All Knight troops wages are reduced by 25%.
  • Reduces cooldown of Knightly Charge by 30s. During the ability, all healing affects the horse.

Tier 3: Grail Knight

Grail Vow
  • Increases Hitpoints by 40.
  • 20% extra holy damage for Battle pilgrim troops.
  • 20% extra melee holy damage.
  • Gain 15% Ward save.
  • Ability scales with Faith. When active, get +20% holy damage and regen.

Holy Crusader
  • Increases Hitpoints by 40.
  • Companion Health increases by 15 for every 'Knight' Companion.
  • Grail Knights can be upgraded to Companions.
  • Companion limit of party is increased by 10.
  • Ability scales with leadership and propagates from all Companions to units in 5m radius.
Knight of Mousillon


Tier 1: Ill-fated Noble

Curse of Mousillon
  • Increases Hitpoints by 40.
  • All Knight troops receive 30 bonus points in their Polearm skill.
  • Mousillon ranged troops gain 15% extra ranged damage.
  • Ill fated Knight Companions occasionally train Bretonnian Peasants to Mousillon Peasants.
  • 10% extra physical damage during Knightly Charge. The ability scales with the One Handed skill.

Swamp Rider
  • 50% additional Hitpoints for the player's mount.
  • 10% extra melee damage while on horseback.
  • Every melee kill gives roguery XP.
  • All Knight troops receive 20 bonus points in their one and Two-handed skill.
  • +20% speed during the ability, which now scales with the Polearm skill and starts recharged.

Tier 2: Ill-fated Questing Knight

Unbreakable Army
  • All Mousillon peasant troops wages are reduced by 75%.
  • 40% chance to recruit an extra unit of the same type free of charge.
  • Gain 15% physical resistance to melee and ranged attacks.
  • Increases Party size by 50.
  • Knightly Charge grants 20% physical resistance. Mount will not rear during the ability.

Scourge of Bretonnia
  • Increases Hitpoints by 40.
  • Gain 25 Dark Energy daily.
  • Mousillon Knight damage against infantry is increased by 15%.
  • Any Brettonian Knight units can be transformed to ill-fated Mousillon units.
  • Ability duration scales with Polearm and Riding. The lance attack scales with Two Handed.

Robber Knight
  • Horse charge damage is increased by 50%.
  • Party movement speed is increased by 2.
  • All Mousillon Knight units gain 10% Physical resistance.
  • Pillaging is 50% faster and gains dark energy.
  • Reduces cooldown of Knightly Charge by 30s. During the ability all healing affects the horse.

Tier 3: Knight of the Black Grail

The Lady's Lie
  • 15% extra melee magic damage.
  • Necromancer companions gain 25 Winds of magic.
  • Dark Energy upkeep for Knights of the black grail is reduced by 25%.
  • Knights of the black grail deal 15% magical damage.
  • Ability scales with Roguery. When active, get +20% magic damage and health regen.

The Vow of the Black Grail
  • Companion limit of party is increased by 10.
  • Hits below 15 damage will not stagger the player.
  • Mousillon Knights gain 15% Wardsave.
  • Every necromancer and Vampire companion gains 10 dark energy per day.
  • Ability scales with Leadership and propagates from all heros to units in a 5m radius.
Necromancer

Tier 1: Apprentise

Liber Necris
  • Increases Party size by 10.
  • Harbinger kills increase Roguery.
  • Increases your health by 25.
  • Increases magic spell damage by 10%.
  • Your Harbinger gains a two handed weapon. Ability scales with Roguery.

De Arcanis Kardon
  • 10% extra melee damage for undead troops.
  • Increases Party size of 10.
  • 15% cost reduction for spells.
  • Increases maximum winds of magic capacities by 15.
  • Pressing Ability key allows to switch between characters; Harbinger acts independent.

Codex Mortifica
  • Increases Party size by 10.
  • Increases maximum winds of magic capacities by 10.
  • Wounded troops in your party heal faster.
  • Tier 4 Undead troops can get wounded with a 20% lower chance.
  • During Champion control gain 90% damage resistance for caster. Ability scales with Medicine.

Tier 2: Scholar

Liber Mortis
  • Increases Party size by 25.
  • Attacks of undead troops can penetrate 15% armor.
  • Undead troops gain 10% extra physical melee damage.
  • 20% Spell cooldown reduction.
  • Your champion gains 25% extra melee damage. Ability starts charged.

Book of W'soran
  • Increases Party Size by 50.
  • Increase hex durations by 50%.
  • Undead troops gain 25% Ward save.
  • Gain 0.5 Dark Energy for every Grave guard troop.
  • Your Champion gains 25% Wardsave and can't be staggered.

Grimore Necris
  • Undead troops gain 10% extra magical melee damage.
  • Dark Energy Upkeep costs are reduced by 25%.
  • Buffs and healing duration is increased by 50%.
  • For every magical item equipped you summon 1 unit more.
  • Harbinger kills gain 2HP for caster and the Champion. Harbinger gains a plate armor.

Tier 3: Lichmaster

Books of Nagash
  • Gain 15 Dark Energy daily.
  • Increases Party size by 100.
  • Increases maximum winds of magic capacities by 25.
  • Dark Energy cost for undead troop upgrades is reduced by 50%.
  • Regenerate per kill of your champion 1 winds of magic. Adds 20% magical damage to champion.
Vampire Bloodline (Von Carstein Vampire)

Tier 1: New Blood

New Blood
  • Increases Hitpoints by 25.
  • Increases Party size by 25.
  • Increases max Winds of Magic by 15.
  • Immune to sunlight speed malus.
  • Ability needs 20% less damage to get charged.

The Feral
  • 10% extra melee damage.
  • Increases health regeneration on the campaign map by 3.
  • Party movement speed is increased by 1.5.
  • Increases Hitpoints by 25.
  • Mistform speed is increased by 20%.

Tier 2: Vampire

The Arkayne
  • Armor weight doesn't affect winds recharge rate.
  • Increases Magical spell damage by 10%.
  • 10% extra Magical melee damage.
  • 10% cost reduction for spells.
  • Mistform scales with Spellcraft. Spell damage can charge ability with 90% reduced power.

The Courtley
  • Increases positive Relation gains by 20%.
  • Increases Hitpoints by 25.
  • 10% extra Magical spell and ranged damage.
  • Killing blows in the head replenish 3 Winds of Magic.
  • Mist Form is recharged on battle start and now also scales with Roguery.

The Lordly
  • Increases Companion Limit by 5.
  • Party size is increased by 75.
  • All Vampire troops wages are reduced by 15%.
  • Upgrade costs are halved.
  • Mist Form heals 3 HP per second. The ability duration scales with the wielded weapon skill.

Tier 3: Exalted

The Martialle
  • 10% extra melee damage.
  • Increases Hitpoints by 50.
  • All troops gain 10% extra damage against human enemies
  • All attacks deal bonus damage against shields.
  • +20% swing speed. Buffs are active after Mist Form (requires extra 30% damage dealt).

Master of the Dead
  • Increases Party size by 100.
  • Undead troops gain 25% Ward save.
  • 20% higher chance for raised dead after battle.
  • Tier 4 Undead troops can get wounded with a 20% lower chance.
  • All buffs are propagated while remaining in Mist Form (requires extra 30% damage dealt).
Vampire Bloodline (Necrarch)

Tier 1: Apprentise

Disciple of the Accursed
  • Increases Party size by 35.
  • 10% cost reduction for spells.
  • Reduce the Dark Energy upkeep for wraith troops by 25%.
  • For every magical item in your battle equipment you increase your maximum winds by 2.
  • Undead troops can charge career ability. Ability scales with Roguery.

Witch Sight
  • The Spotting range of the party is increased by 20%.
  • Increases max Winds of Magic by 10.
  • Increases Magic resistance against spells by 25%.
  • Increases max Winds of Magic by 20 if your armor weight undershoots 11 stones.
  • For every hit enemy gain 0.25% of your maximum Winds of Magic.

Dark Visions
  • Increases max Winds of Magic by 10.
  • Gain 15 Dark Energy daily.
  • Spell damage increases roguery.
  • For every known spell your winds capacity rises by 1.
  • Summons a Wraith on impact. Spell damage charge is increased by 25%.

Tier 2: Seeker

Unhallowed Soul
  • Increases buff durations by 25%.
  • Gain 30 Dark Energy daily.
  • Increases Spell effectiveness by 30% if your armor weight undershoots 11 stones.
  • Increases lightning spell damage by 10%.
  • Increases impact damage of netherball by 25%. The Projectile is now target seeking.

Hunger for Knowledge
  • Increase hex durations by 25%.
  • Wraiths are immune to friendly fire spell damage.
  • Perform with your companion a dark ritual gaining 50 Winds each for 100 Dark Energy.
  • Increases Magic melee and spell damage by 10%.
  • The Career ability is constantly slowly charged.

Wellspring of Dhar
  • Increase buff durations by 25%.
  • Tier 4 Undead troops can get wounded with a 20% lower chance.
  • Spellcaster Companion gain 15 more Winds of Magic.
  • Increases fire spell damage by 10%.
  • Ability scales with Medicine. Ability starts charged. Companions can charge ability.

Tier 3: Ascended

The Everlings Secret
  • Increases Winds regeneration by 1.
  • 35% spell cooldown reduction.
  • Once your Winds are full, your winds recharge rate is counted towards your Dark Energy.
  • Any non-physical damage count towards spell damage type.
  • After using nether ball, a second use is available shortly after the first one.
Vampire Bloodline (Blood Knight)

Tier 1: Initiate

Peerless Warrior
  • Increases Hitpoints by 25.
  • Extra melee damage 10%.
  • Every troop of Tier 4 and above gains an extra 20% exp for kills.
  • You gain 100 exp in one of hte melee combat skills at random every day.
  • Career Ability scales with Athletics. Speed increased by 20% when the ability is active.

Night Rider
  • Increases Hitpoints by 25.
  • All undead and vampires receive 20 points to their melee skills.
  • Raiding is at Night 50% faster.
  • Attacks deal bonus damage against shields.
  • Companion Kills will count for career charge.

Tier 2: Blood Knight

Blade Master
  • 20% extra melee damage.
  • Increases health regeneration after battles by 5.
  • Hits below 15 damage will not stagger the player.
  • All troops, the player included, gain exp when raiding villages.
  • All melee weapon skills, wielded or not, count towards the career ability effects.

Doom Rider
  • 20% extra melee damage.
  • Reduce the Dark Energy upkeep for vampire troops by 10%.
  • Party speed increases by 2.
  • Recruit defeated units as Blood Knights with a chance of 5% (10% for Tier >4).
  • The Career Ability scales with Tactics. Nearby troops receive the Red Fury buff.

Controlled Hunger
  • Immune to sunlight malus.
  • Increases Hitpoints by 50.
  • Mount health is increased by 35%.
  • For every 200 damage hit the player gets healed 1 Hit point(Maximum 5).
  • The duration of Red Fury is doubled.

Tier 3: Master

Avatar of Death
  • Gain 25% physical resistance to melee and ranged attacks.
  • Reduce the Dark Energy upkeep for vampire troops by 20%.
  • The player gains 35% Magic resistance against spells.
  • 25% Ward save for all vampire units.
  • Red Fury's resistance is now Ward save. The ability grants a scaling attack speed boost.

Dread Knight
  • Increases Hitpoints by 75.
  • Horse charge damage is increased by 50%.
  • Cavalry units get a 20% damage increase in damage.
  • Extra 25% armor penetration of melee attacks.
  • Red Fury scales with Riding and consecutive kills during ability increases duration by 2 sec each.
Waywatcher

Tier 1: Scout

Protector of the Woods
  • Extra ranged damage 10%.
  • 3 extra Arrows per equipped Quiver.
  • All ranged troops wages are reduced by 20%
  • Reduce range Accuracy movement penalty by 15%
  • Reduces the amount of ranged damage to unlock ability. Ability starts charged.

Pathfinder
  • The Spotting range of the party is increased by 20%.
  • Party movement speed is increased by 1.
  • Party travels unhindered through snow.
  • Ranged damage is shrugged off.
  • The range of Arrows of Kournous is doubled. Ability scales with Scouting.

Forest Stalker
  • Once per day, go for a hunt.
  • Gain 20% ranged resistance.
  • Increases range damage resistance of melee troops by 20%.
  • 20% Equipment weight Reduction.
  • All enemies suffer 50% more magical damage for 10 seconds. Allied troops charge ability.

Tier 2: Waywatcher

Hail of Arrows
  • 6 extra Arrows per equipped Quiver.
  • Ranged troops gain 25XP daily.
  • Attacking unaware enemies adds 50% damage.
  • Special shot: For every hit arrow, your magic damage increase. Bonus slowly decrease.
  • Every affected enemy increases reload speed for 4 sec. The damage increased by 50%.

Hawkeyed
  • 20% Equipment weight Reduction.
  • Headshots double the fill.
  • Special shot: Every sixth arrow, applies a slow down effect on impact.
  • While Zoomed in, the time is slowed down. Every second you lose 100 Career Charge.
  • All Enemies in the area are slowed on impact. The damage increased by 50%.

Starfire Essence
  • 6 extra Arrows per equipped Quiver.
  • 15% swing speed.
  • Your arrows can penetrate shields.
  • Special shot: Not shooting an arrows increase the chance your next arrow explodes on impact.
  • Enemies suffer from a damage over time effect on impact.

Tier 3: Waystalker

Eye of the Hunter
  • 20% Equipment weight Reduction
  • Arrows can pierce multiple targets.
  • Your Archer units gain 50 points in bow skill.
  • Special shot efficiency is doubled.
  • Arrow of Kurnous loses its seeking ability. The damage is doubled.
Spellsinger

Tier 1: Spellsinger

Path Shaping
  • Party movement speed is increased by 1.
  • Upkeep for elven units is reduced by 15%.
  • The Spotting range of the aprty is increased by 20%.
  • Gain 15% Ward save.
  • Upon casting, all forest spirits are move faster for 10 seconds. Ability scales with Scouting.

Tree Singing
  • Increases maximum winds of magic capacities by 10.
  • Gain 20 Harmony daily.
  • Upkeep for dryads units is reduced by 10%.
  • For every known spell increase party size by 3.
  • Charge is increased by 50%. +5 base troops for summoning.

Vital Surge
  • Increases Hitpoints by 25.
  • Increases troop regeneration by 2.
  • Buffs and healing duration is increased by 25%.
  • Increases health regeneration on the campaign map by 4.
  • every spawned units heals 1 HP for all heroes. Ability scales with Medicine.

Tier 2: Spellweaver

Heart of the Tree
  • Tree spirits deal 15% extra damage.
  • Dryads gain 25% Wardsave.
  • Upkeep for tree spirits units is reduced by 15%.
  • Every joining friendly tree spirit unit has a 25% chance to provide 1 wind.
  • Treespirit attacks charge Career Ability. Ability scales with Leadership.

Ariel's Blessing
  • 20% extra magical melee damage.
  • Increases maximum winds of magic capacities by 15.
  • Isha's blessing also provides 20 Forest harmony daily.
  • Spell effect radius is increased by 20%.
  • Ability starts charged. Ability scales with Faith.

Tier 3: Ascended Spellweaver

Fey Magic
  • 15% extra magical spell damage.
  • Increases maximum winds of magic capacities by 15.
  • Tree spirits are not affected by friendly fire.
  • Increase hex durations by 35%.
  • For 10 seconds after casting, dryad kills gain 1 Wind.

Fury of the Forest
  • A Dark weaver provides 15% extra Magical damage to all heroes.
  • A High weaver provides 25% extra wardsave.
  • Treeman Upkeep is reduced 25%.
  • 35% Spell cooldown reduction.
  • Call 1 Treeman with ability (or 10 dryads in close quarter Missions).
Grey Lord

Tier 1: Exile's Apprentice

Caelith's Wisdom
  • Increases Hitpoints by 25.
  • Gain 25% fire resistance.
  • Cityborn upkeep is reduced by 25%.
  • Cityborn troops gain 50% fire resistance.
  • 2 additional overtakes. Ability scales with Leadership. Melee damage can charge ability.

Soul Binding
  • Increases maximum winds of magic capacities by 10.
  • Increases Magic resistance against spells by 25%.
  • Wounded troops in your party heal faster.
  • Not wielding projectile spells increase spell duration for healing spells by 50%.
  • Controlled unit gets healed completely. Ability scales with medicine.

Legends of Malok
  • Increases maximum winds of magic capacities by 10.
  • Favor costs for cityborn troop upgrades is reduced by 20%.
  • Adds 25% fire damage to all troops.
  • If no hex spells are equipped you gain 50% spell radius.
  • Control chance is 15% higher. Ability starts charged.

Tier 2: Grey Mage

Unrestricted Magic
  • Increases maximum winds of magic capacities by 15.
  • Spell effect radius increased by 20%.
  • Favor gain from battles is increased by 20%.
  • If no AOE effect is equipped, your projectile spells deal 200% extra damage.
  • When the controlled dies he explodes. Unsuccessful control hurts the enemy by 40 HP.

Forbidden Scrolls of Saphery
  • Increases Winds regeneration by 0.5.
  • Increase hex durations by 20%.
  • Increases maximum winds of magic capacities by 15.
  • Not wielding any healing spells increase hex duration by 50%.
  • Companion damage can charge ability. Range is doubled. Scale with Charm.

By All Means
  • Extra 25% Wardsave if your armor weight does not exceed 11 weight.
  • Increases Lightning spell damage by 10%.
  • Increases magic spell damage by 10%.
  • If no buff spells are equipped, duration of vortex and area effects are doubled.
  • Ability scales with roguery. Units are easier to overtake.

Tier 3: Grey Lord

Secret of the Fellfang
  • 50% cooldown reduction if you wield less than 11 spells.
  • Increases maximum winds of magic capacities by 25.
  • After battle, 30% of your winds are regenerated.
  • Increases fire spell damage by 15%.
  • Successful overtake grants 3 winds of magic.
11 Comments
FridgeReaver 6 May @ 1:28am 
I watched Mercy the Mad play this game live on a Youtube stream, as an Outlaw Priest of Ulric, and I was impressed how much the modders allowed us to choose & how detailed the MOD already is. KUDOS! :steamthis:
Whiskey 23 Apr @ 7:42pm 
What defines Sigmarite Troop? For the warrior priest. I can't seem to find it in game (Besides Flaggelents)
sich selbst 18 Apr @ 6:29pm 
Select the unit in your party window, there's a button for the ammo upgrade next to where the troop upgrade buttons are. "Allied troops charge ability" means that your career ability gains charge from damage your troops do to enemies. There only seems to be a chance for your arrows to pierce shields with the passive, no idea whether that is intended or a bug.
Astronge 12 Apr @ 9:25am 
Playing a Waywatchet. Can someone tell me how to upgrade units to hadbane tips? As well as what is "allied troop charge ability"? And finally, I have the passive that makes arrows peirce shields but they aren't. Is that a bug?
Ajax Epic 29 Mar @ 2:29pm 
I wish it was clearer on how to charge some of these abilities at low levels. Still have no idea how to charge the Spellsinger skill.
Person  [author] 22 Mar @ 5:31pm 
I don't know anything about console commands but for that specific career when selecting your subclass of Vampire Bloodline it says "Von Carstein Vampire", though when you look in the career tab it says "Vampire Nobility".
Forever 22 Mar @ 12:25pm 
What is the console command for "Vampire Bloodline (Von Carstein Vampire)" Also utilizing console commands to switch the career can make your skills to not work.
fight with me, heretic 2 Jan @ 1:09pm 
11
Gimbli Khan 31 Dec, 2024 @ 7:46am 
The link to their manual is in the description of steam, moddb and in their discord
Person  [author] 30 Dec, 2024 @ 12:31pm 
That makes sense the race effects haven't been added yet since it still mentions Khuzaits and Battanians. I think I will probably remove the race effects section. Also I didn't know there already was a manual with all the career perks. I just got all the effects of the career perks from looking in-game. Oh well, it's good to know now anyways, so thank you.